Pixie You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
General Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
Fortune Teller Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.
Philosopher Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Fisherman Once per game, during the day, visit the Storyteller for some advice to help your team win.
Alchemist You have a Minion ability. When using this, the Storyteller may prompt you to choose differently.
Mayor If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.
Butler Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.
Klutz When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
Harpy Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
Witch Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.
Boffin The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.
Lil' Monsta Each night, Minions choose who babysits Lil' Monsta & "is the Demon". Each night*, a player might die. [+1 Minion]
Vigormortis Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]